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public class UnitDefine
{
    /// <summary> 重生延迟 </summary>
    public const float RESPAWN_DELAY_TIME = 3;

    /// <summary> 动作优先级 默认 </summary>
    public const int STATE_PRIORITY_DEFAULT = 0;

    /// <summary> 动作优先级 不可中断 </summary>
    public const int STATE_PRIORITY_NON_INTERRUPTIBLE = 10;

    /// <summary> 动画过渡时间 </summary>
    public const float ANIMATION_FADE_DURATION_FAST = 0.1f;
    public const float ANIMATION_FADE_DURATION_SLOW = 0.2f;

    /// <summary> 基础移动速度 </summary>
    public const float BASE_SPEED = 4f;

    /// <summary> 基础加速时间 </summary>
    public const float BASE_ACCE_TIME = 0.1f;

    /// <summary> 爬行速度修正 </summary>
    public const float CRAWL_SPEED_MODIFY = 0.25f;
    
    /// <summary> 基础攀爬速度 </summary>
    public const float BASE_CLIMB_SPEED = 2f;

    /// <summary> 基础跳跃高度 </summary>
    public const float BASE_JUMP_HEIGHT = 2f;

    /// <summary> 空中姿态调整加速度 </summary>
    public const float BASE_ADJUST_ACCELERATION = 1.5f;

    /// <summary> 下跳时上升高度 </summary>
    public const float JUMP_ACROSS_RISE_HEIGHT = 0.2f;

    /// <summary> 跳离绳索上升高度 </summary>
    public const float JUMP_LEAVE_RISE_HEIGHT = 0.2f;

    /// <summary> 受伤击退高度 </summary>
    public const float KNOCK_BACK_HEIGHT = 0.2f;

    /// <summary> 受伤击退速度 </summary>
    public const float KNOCK_BACK_SPEED = 4f;

    /// <summary> 基础受伤僵直时间 </summary>
    public const float BASE_STIFF_TIME = 0.15f;

    /// <summary> AI状态固定持续时间短 </summary>
    public const float AI_STATE_FIXED_DURATION_SHORT = 1f;

    /// <summary> AI状态固定持续时间中 </summary>
    public const float AI_STATE_FIXED_DURATION_MID = 2f;

    /// <summary> AI状态固定持续时间长 </summary>
    public const float AI_STATE_FIXED_DURATION_LONG = 3f;

    /// <summary> AI状态最小持续时间 </summary>
    public const float AI_STATE_RANDOM_MIN_DURATION = 2f;

    /// <summary> AI状态最大持续时间 </summary>
    public const float AI_STATE_RANDOM_MAX_DURATION = 3f;

    /// <summary> 最大追击时间 </summary>
    public const float HATRED_DURATION = 10f;
}